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Is it worth playing a Psyker?


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#21 Fgdsfg

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Posted 17 April 2014 - 04:54 AM

I'm honestly not sure I understand the question.

Playing a psyker is wroth it if you want to play a psyker.

That's really all there is to it. Or am I missing something?

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#22 segara82

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Posted 17 April 2014 - 05:21 AM

@Fgdsfg: I think he/she asks becauser there are several threads bitchting about psyker uberness and such. If i had not played a psyker or GMed several i would ask too.

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#23 Cymbel

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Posted 18 April 2014 - 03:14 AM

Thanks for the clarification on the dice rolling, my main point of modular rolling though still stands. You don't have to turn on MAX POWAH for simple things eventually. And Psykers end up being similar, but different to adepts (who can also get psychic powers), but have some great flexbility, both in terms of powers and just plain being able to pull off stuff no one else can (Psyniscience and Force Weapons).

 

For minor powers I try to avoid more "overt" powers and go for useful but simple ones like healer, truthseeker, weapon jinx, stuff that doesn't need to be used constantly (like light stuff, honestly, get a glowlamp), but can make a difference when used (being able to force the person to either speak the truth or say nothing, very useful for impromptu interrogations).

 

You are not a mage, who casts all day with nary a worry or threat, you run a powerful risk on even the most mundane uses, but in return, not even the techie can outclass you when you bring down some powers.


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#24 darkforce

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Posted 18 April 2014 - 05:43 AM

Thanks for the clarification on the dice rolling, my main point of modular rolling though still stands. You don't have to turn on MAX POWAH for simple things eventually. And Psykers end up being similar, but different to adepts (who can also get psychic powers), but have some great flexbility, both in terms of powers and just plain being able to pull off stuff no one else can (Psyniscience and Force Weapons).

 

For minor powers I try to avoid more "overt" powers and go for useful but simple ones like healer, truthseeker, weapon jinx, stuff that doesn't need to be used constantly (like light stuff, honestly, get a glowlamp), but can make a difference when used (being able to force the person to either speak the truth or say nothing, very useful for impromptu interrogations).

 

You are not a mage, who casts all day with nary a worry or threat, you run a powerful risk on even the most mundane uses, but in return, not even the techie can outclass you when you bring down some powers.

 

Pretty much this, yeah, Psykers can be VERY useful as "Tide-Turners", the right power at the right moment can save a mission... but you don't really want to overstay your welcome with the warp, as when the 9's start rolling, an angry mob with pitchforks and torches will be the least (but probably most iconic) of your problems.






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